Critical Role Season Four Could Have Resolved The Most Problematic Dungeons & Dragons Creature

Dungeons & Dragons presents a distinctive creative space. Theoretically, it serves as a empty slate where the creativity of DMs and participants can paint any kind of picture. Yet, D&D also carries a five-decade history of campaign settings, creatures, magic systems, established non-player characters, and general lore. Even the most talented imaginative thinkers find it difficult to entirely detach themselves from this extensive universe of existing content, meaning that a great deal of “new” material for D&D is a reiteration of sampled tracks. Sometimes you encounter elements that sound as good as “Gangsta’s Paradise,” on other occasions you wince like when listening to “All Summer Long.”

Critical Role has gotten plenty creative in the past due to the unique worlds of its first setting (created by the DM Matt Mercer) and now Aramán (the world crafted by Brennan Lee Mulligan for Campaign 4). Although longtime fans of Mulligan and his other series Dimension 20 work may recognize some of his recurring motifs (He strongly dislikes the gods!), episode 2 impressed me because of a truly original take on a classic D&D creature type: celestials.

The Historical Background of Celestials in Dungeons & Dragons

Demons and devils (collectively known as evil outsiders) have been part of Dungeons & Dragons since the mid-70s, but it required more time for their angelic equivalents to show up. A handful of distinct “divine messengers” with specific names were featured in the publication Dragon editions 12 (Feb. 1978) and #17 (August 1978). These were essentially variations of the celestial figures from biblical religious lore; for truly unique interpretations, we had to hold out for the early 80s and the creator Gary Gygax’s “Monster Spotlight” column in Dragon, where he presented new monsters that would appear in 1983’s Monster Manual 2. That’s where the deva angel, the planetar, and the solar angel first appeared, initiating a tradition of creatures known as celestials that is still present in the latest edition of the role-playing game.

In D&D, celestial beings are the servants of good-aligned deities, created by their creators to serve as soldiers, commanders, messengers, liaisons with mortals, and in general to populate their domains in the Heavenly Realms. They are champions of good who battle the forces of chaos and evil from the Infernal Realms and support the belief of their god on the Material Plane. In spite of their direct relationship with the divine beings, celestials are unique individuals with individual traits. Well-known instances include the angel Lumalia and Zariel from the Forgotten Realms world, the Lady of the Lake from Greyhawk, and even the iconic Dame Aylin from Baldur’s Gate 3.

The mythology of celestials is notably less fleshed out in contrast to fiends. The chaotic Abyss has 99 layers of expanding chaos and lords of demons tearing each other apart. The Nine Hells are a interpretation of the series Game of Thrones with more bloodshed and more engaging subplots. And that’s not even mentioning the mysterious Yugoloth. Meanwhile, all the essential information about celestial beings can be gleaned in an hour of wiki reading.

It’s understandable that beings who resemble biblical angels received less attention. There are stories that Gary Gygax felt uneasy about giving players game statistics for angels they could murder in their games, and although celestials were later expanded with a bigger range of looks and roles, that problematic origin stunted their development. There is also a limit to what you can do with beings that are created to be divine minions. Sure, they have independent thought, but their narrative potential is restricted. In that sense, the antagonists have far greater liberty: They have established masters (Lords of Demons, Archdevils, and etc.) but they’re in the end fickle and chaotic creatures that can evolve in a many ways without losing their distinct identity.

How Critical Role Campaign 4 Redefines Celestials

To be frank, I get it: Celestial beings are just not that interesting. Divine champions of virtue that smite evil in all its forms can be cool, but they also become clichéd very fast. That general lack of interest means we remain unaware of a great deal about celestials. As an illustration, we still don’t know what occurs once the deity who created them perishes. There is no canonical answer, and every DM is able to devise their own interpretation. The DM Brennan Lee Mulligan chose to make this question at the heart of the setting of Aramán, a place where the gods have all been killed by mortals in a great conflict that concluded seven decades prior to the beginning of the campaign. So what became of the servants of these gods?

Brennan’s answer is simple, horrifying, and highly intriguing: They went crazy and became a plague that destroyed entire countries. A great deal about the past of this world, the war against the gods, and its consequences in the present has still to be revealed, but it seems that when the gods died, the celestials became “wild”. They became monsters that could annihilate entire regions if left unchecked. The audience caught a sight of how frightening one of these creatures can be at the conclusion of the second episode, as the character Wicander (player Sam Riegel) got to meet his “grandfather,” a terrifying celestial held bound in a enormous casket.

It’s not a coincidence that the most compelling celestials in Dungeons & Dragons, narratively, are those who have fallen from grace. The angel Zariel, for example, was a powerful Solar whose fixation with ending the eternal Blood War led to her being tainted by the devil Asmodeus and transformed into an Archdevil. Fazrian is a obscure Planetar angel who was called forth by a priest inside the dungeon Undermountain and developed a fixation on “cleaning” the wickedness in the Terminus level of the huge labyrinth, slowly succumbing to the madness permeating the location.

The corruption observed in Campaign 4 of Critical Role assumes a distinct form. These celestial beings did not lose their virtue. They weren’t tricked, or led astray by their own pride or fixations. They are victims; one more terrible result of the War of the Shapers. As the new campaign continues, it is hoped Mulligan concentrates on the idea that, regardless of how “righteous” that war was, the humans who emerged victorious may still regret the outcome. Their world has been harmed, their connection to the afterlife has been severed, and the beings that were once their protectors, shepherding their souls to security following death, are currently frightening disasters.

Sure, this may just be a practical method to solve the original creator’s original dilemma. It is simple to justify killing an angel when it’s a screaming, mad creature with multiple fangs, but I am also very intrigued by this new declination of the celestial mythos in Dungeons & Dragons. I am not entirely in accord with the DM’s aversion for gods in his campaigns, but I nonetheless favor these horrific heavenly beings to the flat {

Michael Lucas
Michael Lucas

A seasoned gambling analyst with over a decade of experience in reviewing online casinos and slot games across Europe.